| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
.qmake.conf
Change-Id: I06f79bcbde13c7b12905492a17dbcbb4a594e557
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Ensure deferred deletions are handled while syncing, otherwise texture
might be deleted after sync but before deferred deletion is processed.
Task-number: QTBUG-32513
Change-Id: Id276f536a5722a36baae815b7b550b574eeeb483
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Task-number: QTBUG-32750
Change-Id: I6bdf63d3cbcaaeb54c7c1ae25dfc55fc7e964075
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: I55996a1c38ad6da4566d2160155503a27ad4a20b
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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It seems uploading an image (into a texture) which has
padding at the end of each scanLine and alpha-only pixel format
is broken with some OpenGL ES drivers.
The workaround is to upload one line at a time.
Task-number: QTBUG-30908
Change-Id: Ic680654951b6aec294c1a173708c1fb75e57ff8f
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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merge
Change-Id: I5824a3eb624b325de10acfd5109c4c1bdabcf780
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Change-Id: I2279f181b1c30e81651f8907447ec5c826e11475
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Change-Id: I68a04532bacd326b4bb3eb8f9a7ee04c67fcd68e
Reviewed-by: Shawn Rutledge <shawn.rutledge@digia.com>
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wip/v4
Conflicts:
src/quick/items/context2d/qquickcontext2d.cpp
tests/auto/quick/qquickvisualdatamodel/qquickvisualdatamodel.pro
Change-Id: I36a4fd28b3156839aecd70039a3ba566bf19a0bc
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Change-Id: Idaaeba880a175166437e2a7266716c776c4483c6
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Change-Id: I65e4492d1bc70e5344c0edc37a7c2f87fe355e62
Reviewed-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
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Change-Id: I15cb7460171b38d11d66367aeb0831ec6e3ca933
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Change-Id: I4fa2774aef9bc3258572d28425d1427151297358
Reviewed-by: Mitch Curtis <mitch.curtis@digia.com>
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qsgdistancefieldglyphnode_p.cpp(222): warning #68: integer conversion resulted in a change of sign
Use the value 0, which is reserved to mean "no texture"
Change-Id: I0bb135639c432ab08f6561c1d45f64e2d8f96dd7
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: I2e46989d4076ff639d7264985e030df0f1cb2a88
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
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Change-Id: I444ed90a02eebe1f68cfa48be5d75544123ab10d
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This reverts commit 0e9cd8b4098661bf611fa73a787c58c85e7d7338.
This optimization breaks ShaderEffects with changing fragment
and vertex shaders and needs some more thought.
Task-number: QTBUG-31837
Change-Id: I1abe249c65dd785825c249a7c22baee928bd76c8
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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QQmlGuard was being used as a more performant replacement
for QPointer. QPointer got now fixed in Qt 5.0, making this
class obsolete.
Change-Id: I77eef066c4823af4b074ef32d4d78dbd67c36cd0
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
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wip/v4
Conflicts:
src/imports/qtquick2/plugins.qmltypes
src/qml/debugger/qv8debugservice.cpp
src/qml/qml/qml.pri
src/qml/qml/qqmlcompiler.cpp
src/qml/qml/qqmlcomponent.cpp
src/qml/qml/qqmlcontext.cpp
src/qml/qml/qqmldata_p.h
src/qml/qml/qqmlengine_p.h
src/qml/qml/qqmljavascriptexpression.cpp
src/qml/qml/qqmlxmlhttprequest.cpp
src/qml/qml/v4/qv4bindings.cpp
src/qml/qml/v4/qv4irbuilder.cpp
src/qml/qml/v4/qv4jsonobject_p.h
src/qml/qml/v8/qqmlbuiltinfunctions.cpp
src/qml/qml/v8/qv8bindings.cpp
src/qml/qml/v8/qv8contextwrapper.cpp
src/qml/qml/v8/qv8listwrapper.cpp
src/qml/qml/v8/qv8qobjectwrapper.cpp
src/qml/qml/v8/qv8qobjectwrapper_p.h
src/qml/qml/v8/qv8sequencewrapper_p_p.h
src/qml/qml/v8/qv8typewrapper.cpp
src/qml/qml/v8/qv8valuetypewrapper.cpp
src/qml/types/qqmldelegatemodel.cpp
src/quick/items/context2d/qquickcanvasitem.cpp
src/quick/items/context2d/qquickcontext2d.cpp
sync.profile
tests/auto/qml/qjsengine/tst_qjsengine.cpp
tests/benchmarks/qml/animation/animation.pro
tools/qmlprofiler/qmlprofiler.pro
Change-Id: I18a76b8a81d87523247fa03a44ca334b1a2360c9
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Change-Id: I5cc2cacd26004ba18f0c6214759f5e073b5c6cfb
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Without the private export on these classes, the private
export on the QSGDefaultImageNode and QSGDefaultTextureNode
is useless, as the symbols fail to resolve
Change-Id: I25a265a7669e5f5015c482aa24fe154c2c9a1062
Reviewed-by: Alan Alpert <aalpert@blackberry.com>
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Change-Id: I045587eac266e9b6296d9cd9e3c73031fe18bbd1
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If a QImage has a different stride than its width, copy the image to
relayout the memory for compatibility with glTexImage2D().
Change-Id: I74338da97d785ffb9e00820caff36466dfa46838
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Don't need these extra ; and give warnings with -Wpedantic
Change-Id: I877fee2a6421b1aaa97ca3845a09d70f3b2b302b
Reviewed-by: Alan Alpert <aalpert@blackberry.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: Iafc0497812acb7850cd4e72c49d63ec9c9320b58
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This was the one convenience that was lost when transitioning templates
from QQuickView + Item{} to QQmlApplicationEngine + Window{}.
As the default window incubation controller was tied to the first
window's frameSwapped, we could easily run into a situation where
a secondary window required incubation while the first window
was idle. This would then starve the incubation controller. Instead
make it so that the renderloop emits "timeToIncubate" once it
is done with a renderpass over all windows, so the incubator
gets to run once and exactly once per vsync when animating.
The incubator logic was also flawed in that it could post
a lot of events to itself as a result of incubatingObjectCountChanged
and thus starve system events while processing incubation requests.
Now we start a timer and don't start it again until we have
completed an incubation pass.
Task-number: QTBUG-31203
Change-Id: Iea9e2c81efb46bb7875c70ccda0cdc4b3b3e58e7
Reviewed-by: Alan Alpert <aalpert@blackberry.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: Idfa76f9fcdbac61a248b38e1f793a6628af12552
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Conflicts:
.qmake.conf
Change-Id: Ib8b5509c48a686f6e916708d83914e13e4f67e9c
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Change-Id: Ie4ce4c3e64f093eec26754e06199d350a46ae2a2
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All QQuickWindows will render using the same OpenGL context, so
for a window to support transparency, the OpenGL context needs
to be created with support for transparency from the very start.
Therefore the application needs to call setDefaultAlphaBuffer()
before creating windows. There are some relevant comments in
QTBUG-20768 although the bug itself is not the same use case
(it was already OK as long as the first window had a translucent
color, because of setAlphaBufferSize in QQuickWindow::setColor()).
Change-Id: I92e111c1a62c0d510821b646fd334e52254f8f57
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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This selection typically interfers with an application's command line
arguments. Creator's qml2puppet needs to set this mode to avoid
getting subpixel antialiased text from DesignerSupport.
Change-Id: Iabf2bece211b897c58e2933d5502fdcf7c360c55
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Conflicts:
src/quick/doc/src/appdevguide/porting.qdoc
sync.profile
Change-Id: Iec5516c596c3eca60a3e6ceb1d45f2a7a1595c12
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Change-Id: I54c960f0b0da061816223a51795c83a9f9dd3f66
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
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The hash-lookup in this function is costing us a lot, and
since we're looking up the same materials again and again,
and the material has a place holder for it, we can store it
directly in the material at no extra cost. This was a 10%
gain in this particular benchmark.
Change-Id: I46b67791ce39f453fa86d1ee82f6f5c7785b46a1
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I15aea1b1dc3d41c9efe0a38f53d6858bae273566
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I3694b075e98eab9f3eacf7758881a9473999b46e
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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In our usecase, the color is always used as a float so using QColor
(which is ushort) internally adds a lot of pointless conversion.
Enough so that it shows up in profiles as 1-2% each. Not a lot,
but easy to fix.
The compare function is also somewhat simplified. For colors we're
primarily searching for equallity. If that fails, we just need to
provide consistent values, so use the address instead of doing
any fancy calculation.
Change-Id: Icae7e78ed767e802c137bab7fcacff66e9a4bc66
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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Change-Id: I6ca0d8549891302cc9d71bdfac11704752caaf60
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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From the ListView comment I thought the model had to be derived from
QAbstractListModel, but that's not the case, QAbstractListModel will
work just fine, it just doesn't support specific cases such as trees.
Change-Id: I59305006540ddc049e276cf412571373cbfa6c67
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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It seems we were hitting the bool operator rather than the
pointer values so all text materials, regardless of size
or style would return equal.
Change-Id: I8773e5aa965035f6737920747c2cf073929ff799
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Change-Id: Ide71b330b13fc3816ed191bd9af84e0fce0d9587
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
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Change-Id: I35f07a1725af104952f822274763dd7a96a9d560
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Change-Id: I71769affe8f0138dd65f3b94fb27176bd069ab8d
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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The normal GUI thread render loop has several problems on windows.
It does not do vsync animations and on some hardware, where the
vsync delta is higher than the time it takes to fire a 16ms timer,
the eventloop will always contain at least one event and we never
return to processing non-client area events, like resize.
Also, threaded OpenGL seems rather unstable, so the threaded renderer
is not a stable option.
So we introduce a windows based renderloop. It is fully cross platform
but written to make the most out of the limitations which exist.
The overall goal is:
- vsync animations when allowed by the system. We get this by
using an animation driver and advancing in sync with rendering
- Keep system load low and allow for NC processing. The maybeUpdate
function will start a short timer which will let the renderloop
idle for few ms, allowing the eventloop to pick up system events.
(this is similar to what the threaded renderer also does, btw)
Change-Id: Ic192fd0ed7d5ecdaa2c887c08cbeb42c5de6b8a8
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: Icd9bf8ec63e46341f5a43dbb85fe6a3a885f6afb
Reviewed-by: Morten Johan Sørvig <morten.sorvig@digia.com>
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I8b0be891402530e38efca46f7cbb679eca5d4a9d
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Task-number: QTBUG-30663
Change-Id: I952bb4cd9c254f085304ceeddced14b66e0f12b6
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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The renderWithoutShowing was a piece of functionality that we
experimented on long ago and it never quite worked and has
it currently only adds bloat.
It would be sensible to be able to render a window without showing
it on screen, such as for testing purposes, but then it should
be done through proper public API and thouroughly supported
cross platform.
Change-Id: I6bea7335f769c038a8167bad77c2dba171359be9
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I3effd31849b21a9497fadfb22c959562bff7951b
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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